Re: farewell Borland....


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Posted by Stephen Edie from usr27-dialup1.mix1.sacramento.mci.net (166.55.9.129)on March 28, 1998 at 01:45:59:

In Reply to: Re: farewell Borland.... posted by Jeff C on March 27, 1998 at 23:29:19:

Thanks for the suggestion! That's actually what I
use. With a bit of tweaking, I manged to compile
the first source release of BigRRed. (Haven't
tried again since) I haven't had any problems
compiling OpenGL based programs as well as simple
Windows programs. RRedline stuff compiles fine.

My BIG problem is DirectX!! Simply including
dsound.h includes objbase.h which I don't have.
So, I did an FTP search for objbase.h and got a
copy. It uses a whole bunch of garbage, from OLE
to COM to RPCs!! All this to compile DirectSound
programs??!?!?! Afterwards, I found the Windows
SDK from the Microsoft developers library. After
downloading all of it and installing it, I tried
it out... Let's just say, it's "supposed to be"
compiler and processer portable... I got a huge
list of errors...Some errors were as stupid as
non-conformance to the ANSI standard:

struct foo {
char string_pointer[];
}

(which I would change to:)

struct foo {
char *string_pointer;
}

In the end after I severely hacked up the include
files, I finally got things to compile... But at
link time I got undefined references to basically
every .DLL based function that I used in my
program. As if I'm going to search to all those
header files to find the "#define stdcall WINAPI"
bullshit when I already fixed a huge list of
programming errors that the MS compiler accepts!
I won't even mention the fact that Windows.h would
take around 10 seconds to compile on my K6-200!
Some of the include files were over 8000 lines!

Anyway, all I need are some desent DirectX include
files so that I'm not stuck with WavePlay. ;)

Errrgh!!



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